#version 400
#extension GL_ARB_separate_shader_objects : enable //开启separate_shader_objects
#extension GL_ARB_shading_language_420pack : enable //开启shading_language_420pack
layout (push_constant) uniform constantVals { //推送常量块
    mat4 mvp;//总变换矩阵
} myConstantVals;
layout (std140, set = 0, binding = 0) uniform bufferVals { //一致块
    float uFatFactor;//吹气膨胀系数
} myBufferVals;
layout (location = 0) in vec3 pos;//输入的顶点位置
layout (location = 1) in vec2 inTexCoor;//输入的纹理坐标
layout (location = 2) in vec3 inNormal;//输入的顶点法向量
layout (location = 0) out vec2 outTexCoor;//输出到片元着色器的纹理坐标
out gl_PerVertex {
    vec4 gl_Position;
};
void main() {
    outTexCoor = inTexCoor;
    gl_Position = myConstantVals.mvp* vec4(pos, 1.0);
}
